Initial OpenVR mode.
Second attempt: clean up commit, and avoid messing with HDR framebuffer format.
This commit is contained in:
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11 changed files with 809 additions and 9 deletions
492
src/gl/stereo3d/gl_openvr.cpp
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492
src/gl/stereo3d/gl_openvr.cpp
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/*
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** gl_openvr.cpp
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** Stereoscopic virtual reality mode for the HTC Vive headset
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Christopher Bruns
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifdef USE_OPENVR
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#include "gl_openvr.h"
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#include "openvr.h"
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#include <string>
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#include "gl/system/gl_system.h"
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#include "doomtype.h" // Printf
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#include "d_player.h"
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#include "g_game.h" // G_Add...
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#include "p_local.h" // P_TryMove
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#include "r_utility.h" // viewpitch
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "g_levellocals.h" // pixelstretch
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#include "math/cmath.h"
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#include "c_cvars.h"
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#include "LSMatrix.h"
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// For conversion between real-world and doom units
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#define VERTICAL_DOOM_UNITS_PER_METER 27.0f
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EXTERN_CVAR(Int, screenblocks);
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using namespace vr;
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// feature toggles, for testing and debugging
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static const bool doTrackHmdYaw = true;
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static const bool doTrackHmdPitch = true;
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static const bool doTrackHmdRoll = true;
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static const bool doLateScheduledRotationTracking = true;
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static const bool doStereoscopicViewpointOffset = true;
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static const bool doRenderToDesktop = true; // mirroring to the desktop is very helpful for debugging
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static const bool doRenderToHmd = true;
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static const bool doTrackHmdVerticalPosition = false; // todo:
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static const bool doTrackHmdHorizontalPostion = false; // todo:
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static const bool doTrackVrControllerPosition = false; // todo:
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namespace s3d
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{
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/* static */
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const Stereo3DMode& OpenVRMode::getInstance()
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{
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static OpenVRMode instance;
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if (! instance.hmdWasFound)
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return MonoView::getInstance();
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return instance;
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}
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static HmdVector3d_t eulerAnglesFromQuat(HmdQuaternion_t quat) {
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double q0 = quat.w;
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// permute axes to make "Y" up/yaw
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double q2 = quat.x;
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double q3 = quat.y;
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double q1 = quat.z;
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// http://stackoverflow.com/questions/18433801/converting-a-3x3-matrix-to-euler-tait-bryan-angles-pitch-yaw-roll
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double roll = atan2(2 * (q0*q1 + q2*q3), 1 - 2 * (q1*q1 + q2*q2));
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double pitch = asin(2 * (q0*q2 - q3*q1));
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double yaw = atan2(2 * (q0*q3 + q1*q2), 1 - 2 * (q2*q2 + q3*q3));
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return HmdVector3d_t{ yaw, pitch, roll };
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}
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static HmdQuaternion_t quatFromMatrix(HmdMatrix34_t matrix) {
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HmdQuaternion_t q;
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typedef float f34[3][4];
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f34& a = matrix.m;
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/
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float trace = a[0][0] + a[1][1] + a[2][2]; // I removed + 1.0f; see discussion with Ethan
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if (trace > 0) {// I changed M_EPSILON to 0
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float s = 0.5f / sqrtf(trace + 1.0f);
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q.w = 0.25f / s;
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q.x = (a[2][1] - a[1][2]) * s;
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q.y = (a[0][2] - a[2][0]) * s;
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q.z = (a[1][0] - a[0][1]) * s;
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}
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else {
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if (a[0][0] > a[1][1] && a[0][0] > a[2][2]) {
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float s = 2.0f * sqrtf(1.0f + a[0][0] - a[1][1] - a[2][2]);
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q.w = (a[2][1] - a[1][2]) / s;
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q.x = 0.25f * s;
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q.y = (a[0][1] + a[1][0]) / s;
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q.z = (a[0][2] + a[2][0]) / s;
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}
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else if (a[1][1] > a[2][2]) {
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float s = 2.0f * sqrtf(1.0f + a[1][1] - a[0][0] - a[2][2]);
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q.w = (a[0][2] - a[2][0]) / s;
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q.x = (a[0][1] + a[1][0]) / s;
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q.y = 0.25f * s;
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q.z = (a[1][2] + a[2][1]) / s;
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}
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else {
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float s = 2.0f * sqrtf(1.0f + a[2][2] - a[0][0] - a[1][1]);
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q.w = (a[1][0] - a[0][1]) / s;
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q.x = (a[0][2] + a[2][0]) / s;
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q.y = (a[1][2] + a[2][1]) / s;
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q.z = 0.25f * s;
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}
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}
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return q;
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}
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static HmdVector3d_t eulerAnglesFromMatrix(HmdMatrix34_t mat) {
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return eulerAnglesFromQuat(quatFromMatrix(mat));
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}
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OpenVREyePose::OpenVREyePose(int eye)
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: ShiftedEyePose( 0.0f )
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, eye(eye)
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, eyeTexture(nullptr)
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, verticalDoomUnitsPerMeter(VERTICAL_DOOM_UNITS_PER_METER)
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, currentPose(nullptr)
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{
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}
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/* virtual */
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OpenVREyePose::~OpenVREyePose()
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{
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dispose();
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}
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static void vSMatrixFromHmdMatrix34(VSMatrix& m1, const vr::HmdMatrix34_t& m2)
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{
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float tmp[16];
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for (int i = 0; i < 3; ++i) {
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for (int j = 0; j < 4; ++j) {
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tmp[4 * i + j] = m2.m[i][j];
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}
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}
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int i = 3;
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for (int j = 0; j < 4; ++j) {
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tmp[4 * i + j] = 0;
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}
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tmp[15] = 1;
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m1.loadMatrix(&tmp[0]);
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}
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/* virtual */
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void OpenVREyePose::GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const
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{
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outViewShift[0] = outViewShift[1] = outViewShift[2] = 0;
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if (currentPose == nullptr)
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return;
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const vr::TrackedDevicePose_t& hmd = *currentPose;
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if (! hmd.bDeviceIsConnected)
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return;
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if (! hmd.bPoseIsValid)
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return;
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if (! doStereoscopicViewpointOffset)
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return;
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const vr::HmdMatrix34_t& hmdPose = hmd.mDeviceToAbsoluteTracking;
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// Pitch and Roll are identical between OpenVR and Doom worlds.
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// But yaw can differ, depending on starting state, and controller movement.
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float doomYawDegrees = yaw;
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float openVrYawDegrees = RAD2DEG(-eulerAnglesFromMatrix(hmdPose).v[0]);
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float deltaYawDegrees = doomYawDegrees - openVrYawDegrees;
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while (deltaYawDegrees > 180)
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deltaYawDegrees -= 360;
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while (deltaYawDegrees < -180)
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deltaYawDegrees += 360;
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// extract rotation component from hmd transform
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LSMatrix44 openvr_X_hmd(hmdPose);
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LSMatrix44 hmdRot = openvr_X_hmd.getWithoutTranslation(); // .transpose();
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/// In these eye methods, just get local inter-eye stereoscopic shift, not full position shift ///
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// compute local eye shift
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LSMatrix44 eyeShift2;
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eyeShift2.loadIdentity();
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eyeShift2 = eyeShift2 * eyeToHeadTransform; // eye to head
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eyeShift2 = eyeShift2 * hmdRot; // head to openvr
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LSVec3 eye_EyePos = LSVec3(0, 0, 0); // eye position in eye frame
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LSVec3 hmd_EyePos = LSMatrix44(eyeToHeadTransform) * eye_EyePos;
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LSVec3 hmd_HmdPos = LSVec3(0, 0, 0); // hmd position in hmd frame
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LSVec3 openvr_EyePos = openvr_X_hmd * hmd_EyePos;
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LSVec3 openvr_HmdPos = openvr_X_hmd * hmd_HmdPos;
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LSVec3 hmd_OtherEyePos = LSMatrix44(otherEyeToHeadTransform) * eye_EyePos;
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LSVec3 openvr_OtherEyePos = openvr_X_hmd * hmd_OtherEyePos;
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LSVec3 openvr_EyeOffset = openvr_EyePos - openvr_HmdPos;
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VSMatrix doomInOpenVR = VSMatrix();
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doomInOpenVR.loadIdentity();
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// permute axes
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float permute[] = { // Convert from OpenVR to Doom axis convention, including mirror inversion
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-1, 0, 0, 0, // X-right in OpenVR -> X-left in Doom
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0, 0, 1, 0, // Z-backward in OpenVR -> Y-backward in Doom
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0, 1, 0, 0, // Y-up in OpenVR -> Z-up in Doom
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0, 0, 0, 1};
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doomInOpenVR.multMatrix(permute);
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doomInOpenVR.scale(verticalDoomUnitsPerMeter, verticalDoomUnitsPerMeter, verticalDoomUnitsPerMeter); // Doom units are not meters
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doomInOpenVR.scale(level.info->pixelstretch, level.info->pixelstretch, 1.0); // Doom universe is scaled by 1990s pixel aspect ratio
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doomInOpenVR.rotate(deltaYawDegrees, 0, 0, 1);
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LSVec3 doom_EyeOffset = LSMatrix44(doomInOpenVR) * openvr_EyeOffset;
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outViewShift[0] = doom_EyeOffset[0];
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outViewShift[1] = doom_EyeOffset[1];
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outViewShift[2] = doom_EyeOffset[2];
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}
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/* virtual */
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VSMatrix OpenVREyePose::GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLOATTYPE fovRatio) const
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{
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// Ignore those arguments and get the projection from the SDK
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VSMatrix vs1 = ShiftedEyePose::GetProjection(fov, aspectRatio, fovRatio);
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return projectionMatrix;
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}
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void OpenVREyePose::initialize(vr::IVRSystem& vrsystem)
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{
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float zNear = 5.0;
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float zFar = 65536.0;
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vr::HmdMatrix44_t projection = vrsystem.GetProjectionMatrix(
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vr::EVREye(eye), zNear, zFar);
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vr::HmdMatrix44_t proj_transpose;
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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proj_transpose.m[i][j] = projection.m[j][i];
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}
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}
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projectionMatrix.loadIdentity();
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projectionMatrix.multMatrix(&proj_transpose.m[0][0]);
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vr::HmdMatrix34_t eyeToHead = vrsystem.GetEyeToHeadTransform(vr::EVREye(eye));
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vSMatrixFromHmdMatrix34(eyeToHeadTransform, eyeToHead);
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vr::HmdMatrix34_t otherEyeToHead = vrsystem.GetEyeToHeadTransform(eye == Eye_Left ? Eye_Right : Eye_Left);
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vSMatrixFromHmdMatrix34(otherEyeToHeadTransform, otherEyeToHead);
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if (eyeTexture == nullptr)
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eyeTexture = new vr::Texture_t();
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eyeTexture->handle = nullptr; // TODO: populate this at resolve time
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eyeTexture->eType = vr::TextureType_OpenGL;
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eyeTexture->eColorSpace = vr::ColorSpace_Linear;
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}
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void OpenVREyePose::dispose()
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{
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if (eyeTexture) {
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delete eyeTexture;
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eyeTexture = nullptr;
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}
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}
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bool OpenVREyePose::submitFrame() const
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{
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if (eyeTexture == nullptr)
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return false;
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if (vr::VRCompositor() == nullptr)
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return false;
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// Copy HDR framebuffer into 24-bit RGB texture
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GLRenderer->mBuffers->BindEyeFB(eye, true);
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if (eyeTexture->handle == nullptr) {
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GLuint handle;
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glGenTextures(1, &handle);
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eyeTexture->handle = (void *)handle;
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glBindTexture(GL_TEXTURE_2D, handle);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, GLRenderer->mSceneViewport.width,
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GLRenderer->mSceneViewport.height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
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}
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glBindTexture(GL_TEXTURE_2D, (GLuint)eyeTexture->handle);
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glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 0, 0,
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GLRenderer->mSceneViewport.width,
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GLRenderer->mSceneViewport.height, 0);
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vr::VRCompositor()->Submit(vr::EVREye(eye), eyeTexture);
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return true;
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}
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OpenVRMode::OpenVRMode()
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: vrSystem(nullptr)
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, leftEyeView(vr::Eye_Left)
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, rightEyeView(vr::Eye_Right)
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, hmdWasFound(false)
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, sceneWidth(0), sceneHeight(0)
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{
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eye_ptrs.Push(&leftEyeView); // default behavior to Mono non-stereo rendering
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EVRInitError eError;
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if (VR_IsHmdPresent())
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{
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vrSystem = VR_Init(&eError, VRApplication_Scene);
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if (eError != vr::VRInitError_None) {
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std::string errMsg = VR_GetVRInitErrorAsEnglishDescription(eError);
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vrSystem = nullptr;
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return;
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// TODO: report error
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}
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vrSystem->GetRecommendedRenderTargetSize(&sceneWidth, &sceneHeight);
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// OK
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leftEyeView.initialize(*vrSystem);
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rightEyeView.initialize(*vrSystem);
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if (!vr::VRCompositor())
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return;
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eye_ptrs.Push(&rightEyeView); // NOW we render to two eyes
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hmdWasFound = true;
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}
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}
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/* virtual */
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// AdjustViewports() is called from within FLGRenderer::SetOutputViewport(...)
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void OpenVRMode::AdjustViewports() const
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{
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// Draw the 3D scene into the entire framebuffer
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GLRenderer->mSceneViewport.width = sceneWidth;
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GLRenderer->mSceneViewport.height = sceneHeight;
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GLRenderer->mSceneViewport.left = 0;
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GLRenderer->mSceneViewport.top = 0;
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GLRenderer->mScreenViewport.width = sceneWidth;
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GLRenderer->mScreenViewport.height = sceneHeight;
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}
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/* virtual */
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void OpenVRMode::Present() const {
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// TODO: For performance, don't render to the desktop screen here
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if (doRenderToDesktop) {
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GLRenderer->mBuffers->BindOutputFB();
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GLRenderer->ClearBorders();
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// Compute screen regions to use for left and right eye views
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int leftWidth = GLRenderer->mOutputLetterbox.width / 2;
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int rightWidth = GLRenderer->mOutputLetterbox.width - leftWidth;
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GL_IRECT leftHalfScreen = GLRenderer->mOutputLetterbox;
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leftHalfScreen.width = leftWidth;
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GL_IRECT rightHalfScreen = GLRenderer->mOutputLetterbox;
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rightHalfScreen.width = rightWidth;
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rightHalfScreen.left += leftWidth;
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->DrawPresentTexture(leftHalfScreen, true);
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GLRenderer->mBuffers->BindEyeTexture(1, 0);
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GLRenderer->DrawPresentTexture(rightHalfScreen, true);
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}
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if (doRenderToHmd)
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{
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leftEyeView.submitFrame();
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rightEyeView.submitFrame();
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}
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}
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static int mAngleFromRadians(double radians)
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{
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double m = std::round(65535.0 * radians / (2.0 * M_PI));
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return int(m);
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}
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void OpenVRMode::updateHmdPose(
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double hmdYawRadians,
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double hmdPitchRadians,
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double hmdRollRadians) const
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{
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double hmdyaw = hmdYawRadians;
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double hmdpitch = hmdPitchRadians;
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double hmdroll = hmdRollRadians;
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double dYaw = 0;
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if (doTrackHmdYaw) {
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// Set HMD angle game state parameters for NEXT frame
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static double previousYaw = 0;
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static bool havePreviousYaw = false;
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if (!havePreviousYaw) {
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previousYaw = hmdyaw;
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havePreviousYaw = true;
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}
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dYaw = hmdyaw - previousYaw;
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G_AddViewAngle(mAngleFromRadians(-dYaw));
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previousYaw = hmdyaw;
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}
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/* */
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// Pitch
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if (doTrackHmdPitch) {
|
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double hmdPitchInDoom = -atan(tan(hmdpitch) / level.info->pixelstretch);
|
||||
double viewPitchInDoom = GLRenderer->mAngles.Pitch.Radians();
|
||||
double dPitch = hmdPitchInDoom - viewPitchInDoom;
|
||||
G_AddViewPitch(mAngleFromRadians(-dPitch));
|
||||
}
|
||||
|
||||
// Roll can be local, because it doesn't affect gameplay.
|
||||
if (doTrackHmdRoll)
|
||||
GLRenderer->mAngles.Roll = RAD2DEG(-hmdroll);
|
||||
|
||||
// Late-schedule update to renderer angles directly, too
|
||||
if (doLateScheduledRotationTracking) {
|
||||
if (doTrackHmdPitch)
|
||||
GLRenderer->mAngles.Pitch = RAD2DEG(-hmdpitch);
|
||||
if (doTrackHmdYaw)
|
||||
GLRenderer->mAngles.Yaw += RAD2DEG(dYaw); // "plus" is the correct direction
|
||||
}
|
||||
}
|
||||
|
||||
/* virtual */
|
||||
void OpenVRMode::SetUp() const
|
||||
{
|
||||
super::SetUp();
|
||||
|
||||
cachedScreenBlocks = screenblocks;
|
||||
screenblocks = 12; // always be full-screen during 3D scene render
|
||||
|
||||
if (vr::VRCompositor() == nullptr)
|
||||
return;
|
||||
|
||||
static vr::TrackedDevicePose_t poses[vr::k_unMaxTrackedDeviceCount];
|
||||
vr::VRCompositor()->WaitGetPoses(
|
||||
poses, vr::k_unMaxTrackedDeviceCount, // current pose
|
||||
nullptr, 0 // future pose?
|
||||
);
|
||||
|
||||
TrackedDevicePose_t& hmdPose0 = poses[vr::k_unTrackedDeviceIndex_Hmd];
|
||||
|
||||
if (hmdPose0.bPoseIsValid) {
|
||||
const vr::HmdMatrix34_t& hmdPose = hmdPose0.mDeviceToAbsoluteTracking;
|
||||
HmdVector3d_t eulerAngles = eulerAnglesFromMatrix(hmdPose);
|
||||
// Printf("%.1f %.1f %.1f\n", eulerAngles.v[0], eulerAngles.v[1], eulerAngles.v[2]);
|
||||
updateHmdPose(eulerAngles.v[0], eulerAngles.v[1], eulerAngles.v[2]);
|
||||
leftEyeView.setCurrentHmdPose(&hmdPose0);
|
||||
rightEyeView.setCurrentHmdPose(&hmdPose0);
|
||||
// TODO: position tracking
|
||||
}
|
||||
}
|
||||
|
||||
/* virtual */
|
||||
void OpenVRMode::TearDown() const
|
||||
{
|
||||
screenblocks = cachedScreenBlocks;
|
||||
super::TearDown();
|
||||
}
|
||||
|
||||
/* virtual */
|
||||
OpenVRMode::~OpenVRMode()
|
||||
{
|
||||
if (vrSystem != nullptr) {
|
||||
VR_Shutdown();
|
||||
vrSystem = nullptr;
|
||||
leftEyeView.dispose();
|
||||
rightEyeView.dispose();
|
||||
}
|
||||
}
|
||||
|
||||
} /* namespace s3d */
|
||||
|
||||
#endif
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue